Descendants' Path


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Avacyn Restored (AVR) Rare

Combos Browse all

Descendants' Path


At the beginning of your upkeep, reveal the top card of your library. If it's a creature card that shares a creature type with a creature you control, you can cast this card without paying its mana cost. Otherwise, put it at the bottom of your library.

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Descendants' Path Discussion

NoSoyYucateco on Everyone Is a Descendant

1 day ago

Now that you have Mutavault, it might make the deck speedier to swap out your 3-drop changelings for Polymorph. That also gives you an alternative way to dump out these big creatures when Descendants' Path isn't an option.

colton815 on Everyone Is a Descendant

3 days ago

why have Descendants' Path? very few creatures in your deck share a creature type. the card is only good in tribal decks where every single creature shares the same one creature type. this is also mislabeled as "aggro". its not aggro. you also have very minimal ways of searching out your Descendants' Path and no way at all to interact with the opponent to stop them from killing you while you hope for your combo. you have too many creatures reliant on Descendants' Path, and it makes no sense to only run 1 each of several different big creatures when you could just pick 2 and run 4 each. with scry effects. lots of scry and card draw effects. Opt, Serum Visions, Nissa, Steward of Elements.

patbou on 4 Color CoCo-Vial Allies (69-68-4 match record)

3 days ago

''As for descendants path I fear tucking away a CoCo (I guess I'm responding tonight whoops, I'll look more when I wake up). It's also a 3 mana zero immediate impact card.''

For every CoCo you'll scry away, you'll remove from the top deck 6 lands/Vials and draw 7.5 extra cards (Allies) that you cast for free. We dont need more lands once we have 3, and top decking Vial on turn 4+ is just useless. While its certainly frustrating tucking a CoCo at the bottom of your library, you'll still be right with Descendants' Path most of the time (odds of a likely outcome are 13.5 to 1). Also, you are more likely to get to the next CoCo faster with Descendants' Path than without it (by removing non-CoCo cards from the top deck and digging deeper in the deck).

While taking a pause to cast Descendants' Path is certainly not optimal, it's no worse than other decks taking a pause to get card advantage. But it has a real snowball potential, and is harder to remove than Survivalist...

Against Control, Descendants' Path will provide one extra card each other turn to cast for free and burn away their removals and counterspells. You can flood the battlefield with just what you get from the enchantment, and save the rest of your hand to make a come back after a sweeper wipes the board (or to trigger Rally with Vial when it matters). Supreme Verdict or Anger of the Gods? Tap Druid to add mana to your mana pool, let verdict resolve, and use this mana to cast CoCo when opponent passes priority. Let the snowball continue next turn for another trigger of the enchantment.

Against Shadow decks and Aggro, I guess it will not hurt having more bodies to chump block when they're trying to go lethal, until we can go lethal ourself.

Because speed is our solution against Combo (we can't disrupt their play), taking a turn off to cast Descendants' Path may be too much, I admit. But it can do the opposite starting next turn, and I'm ready to test it and live with the fact that I'll have very easy side boarding job in these matchups.

But all this is theorycrafting and the card should be tested in real conditions before drawing conclusions. I may well be totally wrong... ;)

patbou on 4 Color CoCo-Vial Allies (69-68-4 match record)

4 days ago

Nef - I think the point is to make sure that each creature entering the battlefield will trigger our Allies. Thalia's Lieutenant does something powerful, but not what youre trying to accomplish with this deck. Top decking Lieutenant to spread counters will never be as satisfying as any random Ally (even Expedition Envoy) that can trigger Rally on Battlesinger or Evangil, our main win conditions.

Im not certain, however, if it is indeed Survivalist that we want in that spot. Two ideas:

1) Halimar Excavator is an alternate win condition. If you draw it before Battlesinger, start cloning it with Shapeshifter. You can technically win by turn 3 with this trick (T1 Vial, T2 Druid + Freeblade from Vial, T3 Excavator + Shapeshifter from Vial + CoCo from Druid to get any Ally + another Excavator or Shapeshifter = mill 47 cards ; considering Fetchlands and draw spells, opponent probably has no more library).

2) Descendants' Path : playing 3 will reduce our Allies to 30. Still enough for reliable CoCo and Vial, and a free Ally every other turn (and the other one youre scrying away the top deck if its not an Ally). This may slow us down a little bit, but we should not run out of gas with this. Plus, getting rid of Vial on the top deck starting round 4 is something we all want, no?

slviemont on rAWR

5 days ago

I was looking for advice to give, but I ended up finding something that will make my deck better- Harbinger of the Hunt will be great for triggering enrage! Suggestion wise, I always like to put Rogue's Passage into these kind of decks, that way Gishath can have his ability go off and you'll usually have the extra mana. I like Door of Destinies and Descendants' Path in this, Descendants' Path providing a lot of value for this deck.

HashMasta on Everyone Is a Descendant

5 days ago

OpenFire_V2 I use contingency plan since it is basically a scry 5 which is huge in a deck like this, i get the choice for my next 5 turns give or take. So if i needed a Descendants' Path or a changeling or something I can float that on top. "modern staples" aren't needed for every deck. Espicially since the deck revolves around my top decks, drawing isn't all that great.

lilgiantrobot on Damia , queen of snakes.

1 week ago

With a 7cmc general, I'd suggest going up at the least 2-3 lands. Sprouting Vines is fine if you have an active Burgeoning, but in most games I think running a Cultivate/Farseek is going to provide more immediate value.

Urza's Incubator is not getting you good value currently. If you name 'snake' it only lowers the cost of 12 of your creatures (Coiling Oracle is the 13th snake but unaffected). Descendants' Path wants you to have more creatures to get the most value from it. Spellbook is also really not needed with your Tower/Vessel already giving you no maximum hand size.

I don't get Jace, Memory Adept/Mindcrank. The milling doesn't seem to add to your goal which looks like snake beatdown.

Winged Coatl and Ambush Viper give you more removal while adding to your snake theme. Seed the Land is an interesting token option. It is symmetrical, but your deck should be built to take advantage of snake tokens better than others.

livemagic on sliver

1 week ago

I love sliver too, Diffusion Sliver is necessary, but try to use a quick and strong strategy at first and let them in sideboard. I think 20 lands is enough, try to use Reflecting Pool, Cavern of Souls, Aether Hub and Tendo Ice Bridge. Instead of Collected Company and Commune with Nature, I think it's better use one Uncage the Menagerie, 3 Aether Vial and another one Descendants' Path. The slots that remains, fullfill with slivers. I have one deck modern sliver deck, take a look sometime.

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